using System;
using ns27;

namespace Triton.Game.Mapping
{
	[Attribute38("FriendListFSGFrame")]
	public class FriendListFSGFrame : FriendListUIElement
	{
		public GameObject m_FSGFlyoutMenuTwoButtonFrame => method_3<GameObject>("m_FSGFlyoutMenuTwoButtonFrame");

		public GameObject m_FSGFlyoutMenuThreeButtonFrame => method_3<GameObject>("m_FSGFlyoutMenuThreeButtonFrame");

		public GameObject m_FSGJoinMenu => method_3<GameObject>("m_FSGJoinMenu");

		public GameObject m_FSGFlyout => method_3<GameObject>("m_FSGFlyout");

		public PegUIElement m_FSGJoinButton => method_3<PegUIElement>("m_FSGJoinButton");

		public PegUIElement m_FSGEnterButton => method_3<PegUIElement>("m_FSGEnterButton");

		public PegUIElement m_FSGLeaveButton => method_3<PegUIElement>("m_FSGLeaveButton");

		public PegUIElement m_FSGUpdateButton => method_3<PegUIElement>("m_FSGUpdateButton");

		public Renderer m_FSGEnterButtonRenderer => method_3<Renderer>("m_FSGEnterButtonRenderer");

		public Transform m_FSGPatronEnterButtonBone => method_3<Transform>("m_FSGPatronEnterButtonBone");

		public Transform m_FSGPatronLeaveButtonBone => method_3<Transform>("m_FSGPatronLeaveButtonBone");

		public Transform m_FSGInnkeeperEnterButtonBone => method_3<Transform>("m_FSGInnkeeperEnterButtonBone");

		public Transform m_FSGInnkeeperUpdateButtonBone => method_3<Transform>("m_FSGInnkeeperUpdateButtonBone");

		public Transform m_FSGInnkeeperLeaveButtonBone => method_3<Transform>("m_FSGInnkeeperLeaveButtonBone");

		public UberText m_FSGTitleText => method_3<UberText>("m_FSGTitleText");

		public UberText m_TavernNameText => method_3<UberText>("m_TavernNameText");

		public UberText m_TavernNameJoinText => method_3<UberText>("m_TavernNameJoinText");

		public GameObject m_Background => method_3<GameObject>("m_Background");

		public GameObject m_HighlightBackground => method_3<GameObject>("m_HighlightBackground");

		public GameObject m_inFSGGradient => method_3<GameObject>("m_inFSGGradient");

		public GameObject m_LanternIcon => method_3<GameObject>("m_LanternIcon");

		public GameObject m_ArrowIcon => method_3<GameObject>("m_ArrowIcon");

		public GameObject m_ArrowIconHighlight => method_3<GameObject>("m_ArrowIconHighlight");

		public float m_TextXOffsetWithoutLantern => method_2<float>("m_TextXOffsetWithoutLantern");

		public long FSGID => method_2<long>("FSGID");

		public PegUIElement m_FSGMenuInputBlocker => method_3<PegUIElement>("m_FSGMenuInputBlocker");

		public bool m_FSGMenuOpen => method_2<bool>("m_FSGMenuOpen");

		public bool m_isInnkeeperSetup => method_2<bool>("m_isInnkeeperSetup");

		public bool IsCheckedIn => method_11<bool>("get_IsCheckedIn", Array.Empty<object>());

		public GameObject FSGMenu => method_14<GameObject>("get_FSGMenu", Array.Empty<object>());

		public FriendListFSGFrame(IntPtr address, string className)
			: base(address, className)
		{
		}

		public FriendListFSGFrame(IntPtr address)
			: this(address, "FriendListFSGFrame")
		{
		}

		public bool ShouldEnableEnterButton()
		{
			return method_11<bool>("ShouldEnableEnterButton", Array.Empty<object>());
		}

		public void OnDestroy()
		{
			method_8("OnDestroy");
		}

		public new void OnRelease()
		{
			method_8("OnRelease");
		}

		public void OpenFSGMenu()
		{
			method_8("OpenFSGMenu");
		}

		public void CloseFSGMenu()
		{
			method_8("CloseFSGMenu");
		}

		public void InitFSGMenuInputBlocker()
		{
			method_8("InitFSGMenuInputBlocker");
		}

		public void OnFSGMenuInputBlockerReleased(UIEvent e)
		{
			method_8("OnFSGMenuInputBlockerReleased", e);
		}

		public void OnEnterButton(UIEvent e)
		{
			method_8("OnEnterButton", e);
		}

		public void SetEnabled(bool enabled, PegUIElement button, Renderer buttonRenderer)
		{
			method_8("SetEnabled", enabled, button, buttonRenderer);
		}

		public void OnJoinButton(UIEvent e)
		{
			method_8("OnJoinButton", e);
		}

		public void OnLeaveButton(UIEvent e)
		{
			method_8("OnLeaveButton", e);
		}

		public void OnUpdateButton(UIEvent e)
		{
			method_8("OnUpdateButton", e);
		}

		public new void OnOver(InteractionState oldState)
		{
			method_8("OnOver", oldState);
		}

		public new void OnOut(InteractionState oldState)
		{
			method_8("OnOut", oldState);
		}
	}
}
